﻿//========= Copyright ?1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================

// com_weapons.h
// Shared weapons common function prototypes
#if !defined( COM_WEAPONSH )
#define COM_WEAPONSH
#ifdef _WIN32
#pragma once
#endif

#include "hud_iface.h"
#include "Exports.h"

void			COM_Log(char* pszFile, char* fmt, ...);
int				CL_IsDead(void);

float			UTIL_SharedRandomFloat(unsigned int seed, float low, float high);
int				UTIL_SharedRandomLong(unsigned int seed, int low, int high);

int				HUD_GetWeaponAnim(void);
void			HUD_SendWeaponAnim(int iAnim, int body, int force);
void			HUD_PlaySound(char* sound, float volume);
void			HUD_PlaybackEvent(int flags, const struct edict_s* pInvoker, unsigned short eventindex, float delay, float* origin, float* angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2);
void			HUD_SetMaxSpeed(const struct edict_s* ed, float speed);
int				stub_PrecacheModel(char* s);
int				stub_PrecacheSound(char* s);
unsigned short	stub_PrecacheEvent(int type, const char* s);
const char* stub_NameForFunction(uint32 function);
void			stub_SetModel(struct edict_s* e, const char* m);


extern cvar_t* cl_lw;

extern int g_runfuncs;
extern vec3_t v_angles;
extern float g_lastFOV;
extern struct local_state_s* g_finalstate;

#endif
